PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta
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    134 research outputs found

    Arduino-Assisted Buoyancy Demonstration Tool for Physics Learning in High School

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    This study aims to produce a product in the form of a physics teaching aid for secondary school on the topic of Archimedes’ principle. The developed teaching aid consists of an Arduino as the main controller, a mass sensor to detect changes in the mass of the submerged object, and a beaker attached to acrylic and supported by a stand. The device can automatically record mass changes of the load and the measuring beaker. The research method employed is R&D with a 4D model, consisting of four stages: Define, Design, Develop, and Dessimination. The variable used is the variation in the depth of the submerged object. The Arduino output is presented in the form of data and graphs using Microsoft Excel. The product has undergone material and media validation tests with average percentages of 90.67% and 100%, respectively. Based on the results, it can be concluded that the Archimedes’ principle teaching aid using Arduino is valid as a supporting medium for physics learning. The limitation of this study is the absence of the dessimination stage involving teachers and students. However, this study successfully produced a teaching aid that can be used to support the physics learning process

    Membentuk Pemahaman Sejarah Lewat Pendekatan Inkuiri pada Materi Perjuangan Kemerdekaan

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    This study aims to implement an inquiry-based learning model to improve students’ understanding and creativity in the History subject, specifically on the topic of the Struggle to Defend Indonesian Independence. The research was conducted as a classroom action research (CAR) involving students of class XI DKV 2 at SMK Negeri 6 Surabaya. The study consisted of three cycles, each comprising planning, action, observation, and reflection stages. Data were collected through observation sheets, learning achievement tests, and student response questionnaires. The results show that the inquiry-based learning model positively impacts both students’ understanding and creativity. The average test scores improved from 75.33 in the first cycle to 78.88 in the second and 85.75 in the third cycle. Students’ creativity also increased, as reflected in indicators such as initiative, ability to discuss, and ability to explain concepts in their own words. Questionnaire results indicated that 92.5% of students were interested, and 87.5% felt challenged by the inquiry-based learning process. In conclusion, the inquiry-based learning model is effective in enhancing students' understanding and active participation in learning history

    Optimalisasi Kemampuan Analisis Teks Argumentasi Melalui Model Think Pair Share di SMK Negeri 6 Surabaya

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    This study aims to examine the effect of the Think Pair Share (TPS) learning model on improving students’ learning outcomes in analyzing argumentative texts. A qualitative approach using Classroom Action Research (CAR) was conducted in two cycles. The subjects of the study were eleventh-grade students at SMKN 6 Surabaya. Each cycle included planning, implementation, observation, and reflection stages aimed at continuously improving the learning process. The results indicate that implementing the TPS model significantly increased students’ active participation and learning achievement. In the first cycle, the average student score was 71.2 with a completeness rate of 65.6%. After revising the learning strategy in the second cycle, the average score increased to 81.6 with a completeness rate of 87.5%. The TPS model proved effective in creating a collaborative, interactive, and student-centered learning environment. Through three main stages—think (individual thinking), pair (discussion in pairs), and share (sharing within groups)—students became more actively involved, developed critical thinking skills, and were able to express their opinions openly and effectively. These findings suggest that the TPS model is an effective and viable alternative learning strategy to enhance student engagement, comprehension, and academic performance. Therefore, this study recommends that teachers consistently implement the TPS model to improve the quality of learning processes and student outcomes, particularly in teaching argumentative text analysis

    Inovasi Pembelajaran Pendidikan Pancasila dan Kewarganegaraan (PPKn) untuk Menghadapi Tantangan Era Digital

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    This article analyzes the conditions and challenges of learning Pancasila and Citizenship Education (PPKn) in the digital era and identifies the benefits of innovation in overcoming these challenges. Digital technology has changed the way teaching is done, but challenges such as low digital literacy, limited infrastructure, and resistance to new methods still exist. Innovations such as e-learning, digital project-based learning, and interactive applications increase student engagement and access to learning resources. The literature review method shows that this innovation is effective in overcoming challenges, improving the quality and effectiveness of citizenship education and Pancasila values, responding to educational needs in the digital era. The purpose of this study is to improve students' understanding of Pancasila values and the importance of citizenship in a digital context, develop their digital skills, encourage creativity and innovation in learning, and facilitate collaborative learning, so that students can apply these principles actively and positively in facing the challenges of the digital era. Furthermore, the urgency of innovation in Civic and Pancasila Education (PPKn) in the digital era lies not only in the technical aspect of utilizing technology but also in shaping students’ character in accordance with Pancasila values. The integration of digital technology into learning enables the creation of collaborative, participatory, and contextual learning models connected to students’ real-life experiences. Through this study, it can be concluded that the success of PPKn education in the digital era largely depends on teachers’ ability to integrate technology with appropriate pedagogical approaches, while simultaneously equipping students with 21st-century skills rooted in Pancasila values

    Pengembangan Media Digital Berbantuan Kinemaster Materi Siklus Makhluk Hidup dan Upaya Pelestariannya Kelas IV SD

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    This study was motivated by students' lack of understanding of the material, less active students and lack of student focus during learning. The use of media that relies on printed media, especially the material of the cycle of living things and efforts to preserve it in class IV. The purpose of this study is to develop digital media products assisted by kinemaster as a learning tool applied to IPAS lessons on the material of the cycle of living things and efforts to preserve it to make it easier for students to understand the material.  The method used is research and development (R&D), using steps from the ADDIE model that has been developed by Dick and Carry including Analyze, Design, Development, Implementation, Evaluation. The research subjects were 23 students of class IV A SDN Wiroborang 1.  The data instruments used are material expert validation sheets, media experts, learning practitioners and student responses. The results of the material expert validation research amounted to 84%, media experts 96%, learning practitioners 98% and student responses 84.5%. Based on the results of research and development of digital media assisted by kinemaster material cycle of living things and their conservation efforts in class IV, has been valid with an overall result of 90.6%. Therefore, this media is declared very feasible to use in learning activities at school. Thus, digital media assisted by kinemaster is expected to be developed again based on the needs of students and further research is needed to get optimal results

    Kepuasan Mahasiswa terhadap Kualitas Pengajaran Dosen, Materi Perkuliahan, Fasilitas Dan Media, Serta Iklim Perkuliahan di Program Studi PGMI Semester V

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    This research is motivated by the importance of learning quality in creating an optimal learning experience in higher education. The identified problem is the variation in student satisfaction levels with lecturers' teaching, course materials, facilities and media, and the learning climate. The purpose of this study is to evaluate the level of satisfaction of fifth-semester students of the PGMI Study Program with respect to these four aspects. This study uses a quantitative descriptive method with data collection techniques through a questionnaire that includes indicators of teaching effectiveness, material relevance, facility availability, and a comfortable learning climate. Data were analyzed using descriptive statistics. The results show that students are generally satisfied with lecturers' teaching (75.7%), course materials (78.5%), and the learning climate (78.6%), although there is still a need to develop interactive teaching methods, apply more practical materials, and improve technology-based facilities. In conclusion, the quality of learning in the PGMI Study Program is adequate, but needs to be strengthened in the aspects of methods, applicable materials, technological facilities, and an inclusive learning climate. This study recommends the need for continuous innovation in learning strategies, improved facility support, and the creation of a more conducive academic environment to further increase student satisfaction

    Pengembangan Media Pembelajaran Kotak Pintar pada Materi Sikapku Peduli Lingkungan Siswa

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    Pancasila Education learning currently still centers on learning media such as images and books, making it difficult for students to understand the material. The purpose of this study is to develop smart box learning media for elementary school students that is valid, practical, and effective. The type of research used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), with the research subjects being 27 second-grade students from UPTD SD N 21 Mendobarat. The data collection techniques and instruments used were observation, interviews, questionnaires, and tests. The data analysis technique was descriptive quantitative, with validity data obtained from one media expert and one content expert, practicality from the results of the respondents' questionnaire analysis, and effectiveness from the analysis of pre-test and post-test scores. Based on the assessment results conducted by media validators, it was found that 94% (Very Valid) and material validators 80% (Valid). The results of the student response questionnaire for small group trials were 98% (Very Practical), large group trials 98.6% (Very Practical), and class II teacher responses 100% (Very Practical). The N-Gain test result was 0.7273 > 0.7 (High) with a percentage value of 72.7273 or equivalent to 72% (Effective), so the smart box learning media is considered effective in improving student learning outcomes. Meanwhile, the One-Sample t-test results showed a sig (2-tailed) value of 0.000 < 0.05 (Ha accepted), indicating a significant difference between the average student understanding before and after using the smart box learning media compared to the previously determined value

    Analisis Tingkat Pemahaman Mahasiswa Teknik Elektro Terhadap Materi Semikonduktor untuk Memenuhi Kebutuhan Industri: Studi Kasus di Universitas Lampung

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    The semiconductor industry is a strategic sector that plays a crucial role in supporting digital transformation and national technological independence. To build a competitive semiconductor ecosystem, it is essential to develop human resources (HR) with a strong understanding of semiconductor concepts and applications. This study aims to analyze the level of understanding among electrical engineering students regarding semiconductor materials as a foundation for strengthening HR capacity in this field. A qualitative approach was applied through a survey involving 35 students of the Electrical Engineering Department, University of Lampung, specializing in Electronics and Control. The survey instrument consisted of a questionnaire with three answer categories: “do not know,” “know but cannot explain,” and “know and can explain,” covering four main themes—semiconductor physics, semiconductor technology, IC design, and semiconductor applications. The results revealed that most students only mastered basic concepts, while understanding of more advanced materials remained limited. These findings indicate the need to improve learning effectiveness through more interactive and contextual methods, along with the enrichment of materials relevant to industry needs. The results of this study are expected to provide valuable insights for strengthening semiconductor education in higher institutions to support the growth of Indonesia’s semiconductor industry

    Strategi Role Playing untuk Meningkatkan Kemampuan Berpikir Kritis dalam Pembelajaran Pendidikan Pancasila

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    Pancasila Education Learning requires innovative strategies to improve students' critical thinking skills. One effective method is role playing, particularly in the form of moot court, which allows students to engage directly in the simulation of law and democracy. This study uses a qualitative approach of a case study involving 36 students. Data were collected through interviews, non-participatory observations, and documentation that was analyzed by data reduction, data presentation, and conclusion drawn. The results of the study show, first, role playing significantly increases student involvement in learning. Second, students also show improvements in critical thinking, especially in the aspects of analysis, reflection, and argumentation. Third, hands-on experience in trial simulations helps students understand the legal process and democracy in a more contextual way. The findings reveal that role playing significantly increased student engagement and contributed to the development of critical thinking skills, particularly in the dimensions of analysis, reflection, and argumentation. Students were able to connect theoretical concepts with real-life cases, evaluate evidence more critically, and articulate arguments based on logic and facts. They also demonstrated greater awareness of multiple perspectives and improved confidence in presenting structured arguments. However, the study also identified several challenges, including limited preparation time, varied levels of participation, and difficulties in formulating evidence-based arguments. Despite these constraints, role playing proved to be an effective and innovative learning strategy that bridges theory and practice, providing students with contextual and meaningful experiences in understanding law and democracy. Therefore, role-playing simulations hold strong potential to be integrated more widely into Pancasila Education as a means of fostering critical, reflective, and democratic learners

    Analisis Kepraktisan dan Efektivitas : Penerapan Media Pembelajaran Diferensiasi Konten Dengan Google sites pada Materi Jaringan Komputer

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    The purpose of this study is to find out the extent of the effectiveness and practicality of Google sites as a differentiated learning medium compared to power point media in improving student learning outcomes. This research uses a Research (R&D) approach based on the ADDIE framework. The research subjects were students of class X DKV (Experiment) and Accounting (Control) at SMK Negeri Margomulyo. Data were collected by means of interviews, observations, questionnaires, and assessment of learning outcomes to show that the two elements of analysis could show the correctness of the research hypothesis, so this study was conducted. focus on practicality tests and media effectiveness tests. The results of this study show from the feasibility test, namely the results of media expert validation obtained a score of 92%, material expert validation obtained a score of 90%, and linguist validation obtained a score of 93%. Meanwhile, the learning results of the average score of the pre-test test and the post-test in both classes showed differences. In the control class, the pre-test score was 46 and the test post was 58, while in the experimental class, the pre-test score was 49, the test post score was 69. Meanwhile, the results of the media practicality test obtained a score of 89% and the results of the effectiveness test obtained a score of 88%. From the above data, it can be concluded that there is a significant difference between the learning outcomes of the experimental class and the control class. From the two analyses above, it is clear that the use of Google sites learning media is very practical and effective compared to Power Point learning media judging from the learning outcomes achieved by students

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